Super Naruto: Clash of Ninja 4/Changelog

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Universal Changes from Vanilla GNT4

Quality of Life

  • Most relevant menus are translated to English
  • The intro logos and cinematic are skipped
  • The game has all characters and stages unlocked by default
  • The game loads with the accepted tournament ruleset in place (3/5 rounds, 90 seconds)
  • Ino has replaced Sakura on the main menu
  • Debug practice mode is available from the main menu in place of Three Man Cell training
  • The character select menu moves faster
  • A random select has been implemented in place of Akamaru
  • Several stages have been replaced with custom stages or stages imported from Bloody Roar: Extreme and Clash of Ninja! Revolution 3
  • The stage select screen has size and shape diagrams
  • The slow down effect at the end of rounds does not occur
  • Training Mode defaults to 2P control, chakra recovery OFF, show inputs OFF
  • CPU record functionality has been added to the Training Mode menu (thank you based Kitesage)

Gameplay

Movement & Steps

  • Run stop has been removed, allowing any action immediately after ending a run
  • Running sidestep tracks towards the enemy more aggressively
  • The invulnerable frames of sidestep can be thrown
  • The slow backflip has been replaced with quicker sliding backdashes
  • Turn around is three frames faster (8 in Super, down from 11 in Vanilla)
  • Dash transitions to run on frame 6 (from 8)

Combat

  • The throw break window has been increased two frames for player one and three frames for player 2 and is now 4 frames for both players on air throws and 6 frames on grounded throws
  • X no longer breaks throws
  • Throws can't be broken while the defender has active 4B guard frames or active 4A/2X counters
  • Stand resets intangibility
  • Jump land, throw whiff, more hit states can be thrown
  • The startups of many jump attacks are vulnerable to air throw, particularly physical attacks
  • Successful air throw is invulnerable
  • Normal throws cannot be subbed for the first ten frames after being thrown
  • Landing face first, small bounce on your back or face, and crumple restores your ability to substitute
  • Air and Ground throw breaks have guard frames that guard against normal and special attacks (successful throw breaks cannot be punished by things like leftover projectiles on screen)
  • Jump land doesn't high crush
  • GRKnJs have at a minimum 17 intangible travel frames and will hit on at least frame 29
  • 4A counters are throwable the entire duration
  • Getup attacks (Wake Up Kick; WUK) added. If holding A or B on frame 15 of a neutral getup, the character will transition to a get up attack. These are fully intangible for four frames and then immune to mids and highs until the hitbox disappears. They are -21 on block
  • Switching characters is disabled in Three Man Cell mode (this is planned to be reverted in a future patch)

List of Contributors

Developer Design Coding Assets Art Balance (Advisor) Active
TheCape
Sifo
GunBlaze
Kitesage
Psi-Hate
Sigma
Ploaj
Potato
Ada
Stripper Vash
Zen
Heartnana
OldBoyDope
LilyHV
Athkore
Virtue
Kyuubi
Hamadarody

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OTK Naruto
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Archived Information
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